People who download stuff from others can't start it anyways. Why do you care about them so much?
Thing about mods is that you have to keep everyone happy cause otherwise it wont feel right. Let him be as he's doing perfect and this is such a hype on this forums that you haven't really got a choice in it lol.Really, stop worrying about lazy a**holes who can't download the mod. It's their problem, not yours.
I personally have never thought that about any mod of any kind in any game. I doubt anyone would think this to be honest.Nonsense. If you look at the server's name and see RE or something like that, don't you think "hey, maybe I should download that RE first and then connect to the server ?"
Have you hosted your own server before?IF someome will download mod via KF, THEN:
1) he will have this problem unless Hunter will find the fix, which will probably affect mod in negative way;
2) he will take ages to download;
3) he will overload server with his downloading, which may cause lag;
4) he will have no idea where he is at the finish of the downloading;
5) he will probably leave after first death, if not earlier, or just screw up everyone;
6) he won't be able to play it himself after this, because mod won't show up anywhere in menu.
To me that sounds selfish, most people (including me) wont download stuff if they can play it with others on a server. if they want to download it, good for them but I would prefer Hunter to delay to fix a problem that ALL servers will have to face.The point of 6 is if you'll want to play it further, you'll need to download it yourself anyways.
So wtf bother with fix for those who download mod through KF, if in the end they'll be downloading it themselves? And delaying mod itself because of such minor issue.
It certainly is important to try and get downloads to work, but i'm not sure why you'd delay the mod... If its important to people, they download it. if its not, they wait and find another server. because there's hundreds of KF servers open everywhere. Hunter doesn't currently have a fix, so I don't know why you wouldn't post a working mod and update it when you have the fix for a secondary issue - if it takes him 3 months to fix, and he holds the mod, thats fairly ridiculous.
I can honestly see your points I do, but I know Hunter likes to get his pretty much perfect and ready for everyone to enjoy. He also does have a couple of projects to do at the same time which is time consuming so he probably knows it'll be awhile but then maybe be forgotten after awhile. I personally prefer making sure I get a decent version out so all can enjoy otherwise there will be many versions out that also gets confusing now only for the public but for us modders too.I double that. There is people who won't suffer from this game flaw, so why keep them waiting longer?
Those who WILL suffer from this flaw, will either DL this mod manually and stop suffer from it, or will just wait for this bug to be fixed, if they're really so lazy.
I know I can enjoy version without online-downloading-compability now, because I simply don't need this feature. And I'm sure I'm not the only one. About many versions - there is tons of mod which getting updated over time, and somehow people don't getting confused about that.
you forgot to note, "more enjoyable for certain amount of lazy people who don't care, and the same for those who wait for it and are decent enough to download mod in proper way"that's because alot of modders remember to rename their files to avoid version mismatches. by holding it until he fixes the mod he can avoid that more easily and release a more enjoyable version of the mod
I wouldn't have it any other way Just don't want to see you drag the process out for months due to that problem. Can't wait to see what teasers are coming up this timeStuff HuNteR said
Well if you still haven't figured this out, simply take the original PlayDyingAnimation from KFMonster.uc and apply following changes:First of all thank you for taking the time to address this problem I'm having.
I'm happy to say I had pretty much all the same code in place that you have quoted there.
But I followed your code and I now get an error when compiling that says:
Which is this line of code:Code:REMonster.uc(5) : Error, '.': Bad command or Expression
Code:...
When I remove the ... I get another error with RemoveEffects();
simulated function PlayDyingAnimation(class<DamageType> DamageType, vector HitLoc)
{
local vector shotDir, hitLocRel, deathAngVel, shotStrength;
local float maxDim;
local string RagSkelName;
local KarmaParamsSkel skelParams;
local bool PlayersRagdoll;
local PlayerController pc;
if( MyExtCollision!=None )
MyExtCollision.Destroy();
if ( Level.NetMode != NM_DedicatedServer && [COLOR="Red"]Class'D3Karma'.Static.UseRagdoll() && Len(RagdollOverride)>0[/COLOR] )
{
// Is this the local player's ragdoll?
...
// jag
}
// non-ragdoll death fallback
Velocity += GetTearOffMomemtum();
BaseEyeHeight = Default.BaseEyeHeight;
SetTwistLook(0, 0);
SetInvisibility(0.0);
[COLOR="Red"]PlayDirectionalDeath(HitLoc);[/COLOR]
SetPhysics(PHYS_Falling);
}
var array<name> DeathAnims;
simulated function PlayDirectionalDeath(Vector HitLoc)
{
PlayAnim(DeathAnims[Rand(DeathAnims.Length)]);
}
defaultproperties
{
DeathAnims(0)="Die1"
DeathAnims(1)="Die2"
DeathAnims(2)="Die3"
}